Barrowmaze: Of Where-Rats and Mongrelmen.

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Kenjosephus
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#121 Post by Kenjosephus »

Noted.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#122 Post by Spearmint »

The Barrow Mound Graveyard
I am not familiar with 'tree creatures' except some random Treant knowledge. Anyone else met a tree creature?
This. Callan has before.
and I know Stirling is one of my players who read every thread so I think this is his prompt to Callan to hopefully recall the tree creature he encountered in the trench feasting on a zombie. Which clearly is not recalled and thus no hint of recognition to prevent the elf rushing upon such a creature.
The stealth elf sneaks ahead, determined to snare a hidden Mongrelmen, thinking if the Yew tree is hollow, other trunks nearby might be hollow too or more bizarrely, camouflaged Mongrelmen in scrimnets and barkskin Ghillie suits. Which is actually not a bad theory at all.

Only the tree he rushes upon allows the elf to get close enough to throw a net at it but as Vann steps within range of the roots and straggling creeper vines,

Kampfult graveyard mugger: [1d20]=19[1d20]=7[1d20]=19[1d20]=1

Vann Hector finds himself entangled, the sinewy mugger coiling whip like vines around his right arm and right leg, -2hp, tightly binding him to hamper his movement away and ability to strike back. The creature rises slightly, opening a maw in its lower roots that it intends to draw the elf into.

actions please
Graveyard tree mugger
Graveyard tree mugger
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Stirling
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#123 Post by Stirling »

Vann Hector

Things go from bad to worse, he draws his longsword and tries to sever the constricting vines and branches.

Vann Hector's: magic Longsword melee vs s/m [1d20+2]=8+2=10 damage [1d8+1]=4+1=5
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#124 Post by Kenjosephus »

Veryn

Veryn pull the trigger of the crossbow and fire at the vines that binds Vann Hector

Crossbow shot [1d20]=6 for [1d4+1]=2+1=3 damage

Engage at range if could. Do not let the roots get you, lads.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#125 Post by Craigers07 »

Rum

Rum draws his longsword and charges at the tree. He takes a careful swing at the vines wrapped around Vann Hector.

Longsword melee: [1d20+1]=10+1=11 damage [1d8+1]=8+1=9 Shield Bash [1d20+1]=7+1=8
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#126 Post by Hadarai »

Callen

The Cleric rushes into the fray alongside his allies and tries smashing the creature with his morningstar.

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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#127 Post by Spearmint »

Exploring the Barrow Mound Graveyard.

Callan and Martell seek to come to the stricken elf's help but neither are able to land any telling blow. Rum and Veryn are equally inept and Vann Hector himself cannot cut himself free or stab the throttling monster.

Tamson wary of more traps continues to loose arrows, sending a volley into the creature's trunk, -9hp..

With four flailing vine like branches coiling around him, the elf is dragged further away, -5hp the tree-disguised creatures slowly withdrawing into the inner graveyard area, using the prized elven morsel as a shield against more incoming arrows. Vann Hector is now wrapped completely by both arms and legs and a constricting vine around his throat.

The second mugging tree whips out a long branch snaring Martell by his left sided limbs, -2hp.
next actions please
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#128 Post by Stirling »

Vann Hector

"Gulp ... aaargh! ... gasp"

Vann Hector's: magic Longsword melee vs s/m [1d20+2]=5+2=7 damage [1d8+1]=7+1=8

He futilely waces his sword, hoping the illumination from the magic blade at least shows where he is being dragged to his doom.

I think I am on a single health point 1hp/16hp.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#129 Post by Kenjosephus »

Veryn

Hang in there!

Crossbow shot [1d20]=13 for [1d4+1]=1+1=2 damage

Veryn shot another arrow at the tree hoping to put it down
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#130 Post by Hadarai »

Callen

Redoubling his attack, the Half-Elf strikes out with a mighty blow!

"Drop him, you damnable creature!"

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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#131 Post by Craigers07 »

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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#132 Post by Spearmint »

Exploring the Barrow Mound Graveyard.

The ambush by the strange, tree-like creatures continues. The two rooted either side of the line of newer graves, lurking to snare the unwary or foolhardy. These critters are tough, their bark-skin resilient to the bludgeoning, cutting and piercing attacks made upon them. Only Callan can make a telling blow, bringing down his Morningstar in a mighty swing, -6hp. It hacks into the trunk, shattering the spine and internal strength and felling the creature into a sagging, limp form. Vann Hector is still bound by the coiling branches but no longer being constricted to death. Caught by each limb and neck, it will take 5-man rounds (One round per branch or five figures cutting for one round) to free him.

Martell: Battleaxe melee [1d20+1]=6+1=7 damage [1d8+1]=6+1=7Tamson: longbow [1d20+1]=13+1=14[1d6]=1 [1d20+1]=3+1=4[1d6]=5

While Vann Hector is being saved, the second creature has snared a victim, Martell by two limbs, thus restricting his movements away. He fails to sever a branch or hit the trunk with his battle axe and is subject to more coiling branches as the creature begins to uproot itself and drag the Lord's squire into the graveyard interior but in the opposite direction to its arboreal-kin, splitting your focus between who to help.

2nd Kampfult graveyard mugger: [1d20]=8[1d20]=19[1d20]=19[1d20]=20

The creature easily restrains Martell with three more coiling branches, grasping his other arm and leg and throttling his neck. -5hp. It is enough for the Guildsman to pass out from being strangled and he goes limp in the creature's grasp.

Health Status:

Vann Hector: 1/16hp
Callan: 7/8hp
Veryn: 5/6hp
Rum Lightbender: 11/11hp

Martell: -3hp/12hp
Tamson:10/10hp


Actions everyone please Vann restrained but you can cut one branch free this round.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#133 Post by Stirling »

Vann Hector

I will use my longsword or dagger to cut myself free. If I know I am reasonably safe and that Martell is in danger, I will hoarsely speak,

"I am fine, go help him before it is too late."

I will cut my hands and neck free before my legs, just in case I need to hurriedly defend myself.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#134 Post by Kenjosephus »

Veryn

Veryn nods at Vann Hector command's before he shoots another bolt at the mugger.

Crossbow shot [1d20]=5 for [1d4+1]=4+1=5 damage
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#135 Post by Craigers07 »

Rum

Rum acknowledges Vann Hector's words with a nod and focuses his attention on the other tree. He swaps his longsword for his hammer and gets within throwing range of the creature.

He looks for an opening and hurls the hammer.

Doom Hammer throw: [1d20]=5 damage [1d4+2]=2+2=4
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#136 Post by Hadarai »

Callen

Callen tries to spin on his heel and charge the other tree creature, but irritatingly gets his foot snagged on a root, causing his swing to go wide.

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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#137 Post by Spearmint »

Exploring the Graveyard.

While Vann Hector cuts himself free of the strangling vine branches, the others rush to aid Martell from his desperate plight.

Tamson: longbow [1d20+1]=2+1=3[1d6]=5 [1d20+1]=8+1=9[1d6]=3

Tamson adds another volley of arrows, but those shafts are dodged or parried by the tree-creature and Veryn's own aimed bolt also goes wide. Callan gets stumped and the creature looks to drag the unconscious Martell another few yards into the inner graveyard, slowly inching away with its prized morsel. Rum Lightbender brings out a specialized weapon, augmented to shock. He hurls the 'Doom Hammer', which though missing the tree-creature itself, once it impacts a solid surface, the ground beneath the roots, it triggers a thunderous 'boom' that reverberates with a pressurised sonic wave. Martell is unconscious and stunned further,

Kampfult graveyard mugger: Petrification Saving Throw 15+ vs Doom hammer. [1d20]=20
As a trinket or heirloom, Rum has a 'hammer of doom' which acts as a throwing hammer but upon impact it erupts with a thunderous noise that deafens and stuns (save negates effect) those within a 15'ft radius for rounds equal to the damage output. (1d4+1 & +1 for Strength bonus to hand hurled items).

The item trait functions once per week / Expedition but could be improved via character class investment.
The invisible wave flows through the tree-creature, bending it as if in a strong gale but the effect is only momentary. With no discernible auditory organs, the thunderous Doom's vibrations only have a minimal effect and it tightens its grip upon Martell, he goes bluer and ever more limper in its strangling grasp.

With all five character attacks missing and the creature resistant to the stun effect, it keeps on with its predation of the mercenary. -5hp

these 'Kampfaut' tree-muggers only move 1/4 of the character movement rate, so it can be easily followed though with each round it incrementally, even at 30'ft, separates those who follow it from the other tree-mugger which took Vann Hector in the opposite direction. And 120'ft in the Barrow Mounds when visibility is limited to 60'ft means opportunity for danger to strike.

The thunder hammer impacts on the stony ground, the stunning effect limited to an immediate area but the wider 'hex' certainly echoed with the triggered boom. Such noise inevitably triggers alarm or interest in nearby denizens and this is no exception.

In the distance, Vann Hector suddenly shouts an alarm. Tamson, not engaged in melee responds, "Save Martell, I will see what troubles the elf."
Mongrelman villains appearing. vs 1-2 [1d6]=1

✓ drawn to area by Thunder-strike at Vann side vs 1, Martell side vs 2.

Mongrelman villains: reactions to encounter: [1d100]=44 uncertain but prone to negative, they locate Vann Hector. Vann uses keywords learned from Valeron's housekeeper, the Mongrelmaid to greet them.

Mongrelman villains: take advantage vs 55% or help 56%+ [1d100]=89 [2d4]=4 Mongrelmen react positively, the 'friendly, immediate action' is resolved as not slaying him while restrained by the Kampfaut branches. There are four Mongrelmen.

Mongrelmen: [1d20]=20 [1d20]=12 [1d20]=10 [1d20]=12 instead, they blow-dart him, the blow-dart poisons him causing temporarily unconsciousness. Vann makes three Saving throws vs poison but fails one, thus succumbing to the poison effect. Before he goes unconscious, he cries out, "Help" then falls silent.

While others are occupied saving Martell, the Mongrelmen begin to frisk him down and start to rob him of his goods.
Actions I need Callan & Rum & Veryn to act, Vann is unconscious.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#138 Post by Kenjosephus »

Do i know about the mongrelfolks joining the fray or not?
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#139 Post by Spearmint »

Do i know about the mongrelfolks joining the fray or not?
no, you don't see them clearly only hearing the 'help' cry and Tamson going to respond. You can choose to go with him or try to rescue Martell.
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Re: Barrowmaze: Of Where-Rats and Mongrelmen.

#140 Post by Kenjosephus »

Two more question, and i will make my decision.

How far are the muggers that grabs Martell from Vann Hector, the last time we saw him?

If i tell Tamson to stay and volunteer myself to go, assuming he agrees, will he retain his action? Sorry if my question may be seen as a little bit of meta.
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